Evilrunner Posted May 18, 2012 Author Posted May 18, 2012 Awesome, I can see about getting a P1-3 done. I'm guessing either CBBE or UNP. I like the latter, but CBBE seems more popular, and once they're done I'll see about creating a thread and send you a quick guide. Â Yes man is awesome as well
Guest user29 Posted May 18, 2012 Posted May 18, 2012 I'd just stick to p1 - p3. But I'd make nv p1 = skyrim p1, nv p3 = skyrim p2, and nv p5 = skyrim p3 Â if that made any sense.
lolpker Posted May 18, 2012 Posted May 18, 2012 I'd just stick to p1 - p3. But I'd make nv p1 = skyrim p1' date=' nv p3 = skyrim p2, and nv p5 = skyrim p3 Â if that made any sense. [/quote'] Â Lol, just use them all in once?
Guest user29 Posted May 18, 2012 Posted May 18, 2012 The problem is it's very time consuming making 6 versions of every outfit. If we kept it to 3 and just hit the major ones it'd be more efficient. Or that's the theory anyways.
Evilrunner Posted May 18, 2012 Author Posted May 18, 2012 Yeah 6 versions of every outfit is a lot of work and a lot of testing. Also, the way Skyrim works you need to do 2 versions of every outfit anyway, one for 0 weight, one for 100 weight. With 6 sizes, that would be 12 meshes for each outfit  I would suggest just sticking to one for each trimester, and if there is any demand for it produce just one abnormally large shape.
Halstrom Posted May 18, 2012 Posted May 18, 2012 Yeah 6 versions of every outfit is a lot of work and a lot of testing. Also' date=' the way Skyrim works you need to do 2 versions of every outfit anyway, one for 0 weight, one for 100 weight. With 6 sizes, that would be 12 meshes for each outfit  I would suggest just sticking to one for each trimester, and if there is any demand for it produce just one abnormally large shape.[/quote'] Yeah I was originally just planning 3 normal sizes and one huge, at some point we got over excited
Evilrunner Posted May 18, 2012 Author Posted May 18, 2012 I remembered why I hate making outfits for Skyrim
Halstrom Posted May 19, 2012 Posted May 19, 2012 I remembered why I hate making outfits for Skyrim Yep that sux, can see why you wouldn't want 6 variations to deal with
sbseed Posted May 20, 2012 Posted May 20, 2012 I remembered why I hate making outfits for Skyrim  well when we have the sresource.esm slot system up it will (hopefully) make using those types of meshes easier... at least for the variant sizes.  other than that i plan to base the pregnancy in skyrim heavy off of the sets used here  to bad converting skyrim nif's is almost impossible currently.
Evilrunner Posted May 20, 2012 Author Posted May 20, 2012 I'm getting blend files up on the dropbox system for Skyrim related stuff at the moment. With the current nif support, this is likely to save a fair amount of time working from a blend instead of nifs. I'll probably keep all Skyrim related stuff in here for a bit, and once I have all the nifs done, then post in the release section. Â At the moment, the blends are shape only, no weighting done to them, but I plan on getting CBBE and UNP base meshes out. Once work starts proper, we'll have to see about recruiting volunteers
sen4mi Posted May 20, 2012 Posted May 20, 2012 to bad converting skyrim nif's is almost impossible currently.  I have in mind some tools I want to build (or quite happily see someone else build) to address that kind of issue.  But first' date=' for my own motivations to have things to chew on, I need to go back in time and work with simpler software, to get a core that has the right architecture and seed concepts. (I have been playing here, but I might need to go all the way back to Morrowind (or maybe earlier, but Morrowind has an active community and the earlier games do not).)  Put simply: modders spend a lot of time doing tedious stuff that can be handled by software... IF the software had access to the right data structures. And the people that have been building out the things that have those data structures have been drifting off into other activities which interest them and they have left those data structures themselves undocumented in various ways (ElminsterEU got married and is understandably focusing on his new family, amorilia is supporting almost everything gambryo has built out a system which I feel is too baroque for the modding community*, and so on...).  * For example, consider this gem from nif.xml:  The NIF file header.'NetImmerse File Format x.x.x.x' (versions <= 10.0.1.2) or 'Gamebryo File Format x.x.x.x' (versions >= 10.1.0.0), with x.x.x.x the version written out. Ends with a newline character (0x0A).The NIF version, in hexadecimal notation: 0x04000002, 0x0401000C, 0x04020002, 0x04020100, 0x04020200, 0x0A000100, 0x0A010000, 0x0A020000, 0x14000004, ...Determines the endianness of the data in the file.An extra version number, for companies that decide to modify the file format.Number of file objects.nif documentation. When we have knowledgeable people dedicating their time to resolving issues we do not need good docs. But that seems to be a temporary solution?Â
Evilrunner Posted May 20, 2012 Author Posted May 20, 2012 Skyrim nifs aren't too bad once you get the hang of it, turns out my bug was some weird texture thing. The only thing really missing at the moment for most things is an up to date importer/exporter to remove some manual fixing. As far as I know though, it's still under development.
sen4mi Posted May 20, 2012 Posted May 20, 2012 Skyrim nifs aren't too bad once you get the hang of it' date=' turns out my bug was some weird texture thing. The only thing really missing at the moment for most things is an up to date importer/exporter to remove some manual fixing. As far as I know though, it's still under development. [/quote'] Â Oh, certainly, they can be manipulated. If you set up a proper workflow, you can do quite a lot. Â But I feel that manipulating nifs has too much unnecessary tedium. Hypothetically speaking, we should be able to build a tool that does most of the work involved in taking an outfit built on one body model and converting it to another body model. CBBE bodysliders are a step in this direction, but they tackle the problem at the wrong level of abstraction to solve that particular problem. And, making that work on skyrim's "armor is two nifs" system should be straightforward. Â Currently, we do a lot of mixing and matching of body types because we do not have good tools for proper matching of outfit from one body to another body.
Evilrunner Posted May 20, 2012 Author Posted May 20, 2012 Got a P1 and P2 blend on dropbox for Skyrim if you want to take a look. You suggested mapping P5 -> Skyrim P3. Might have hit a minor problem, getting that issue where the mesh is too low poly to cope, and unlike fallout the weight system may make just subdividing the area a bit awkward. I'll see what I can do later. Â For now, I might try and get sunny out of the way
Evilrunner Posted May 25, 2012 Author Posted May 25, 2012 Put up a Skyrim P1 and P2 nifs on Dropbox. Â Don't know if you've used creation kit, so if you need a hand getting them in game let me know. P2 only has 0 weight atm.
Guest user29 Posted May 25, 2012 Posted May 25, 2012 cool and yeah I've created a companion mod for skyrim already so I know a little about the creation kit. Would you mind terribly finalizing the p4 - p6 new vegas meshes? They've each got a slight issue with the weighting between breast and belly and I can't make complete outfits until those are fixed. Â I don't care if you get it done tomorrow or 2 weeks from now so long as it's kind of high up on your list
Guest user29 Posted May 25, 2012 Posted May 25, 2012 took a screen for everyone. p1 looked fine, p2 has an issue with the right wrist. Also either the texture I'm using is weird or there is going to need to be a custom body texture for pregnant bodies. Â edit: I would probably make p1 just a little bit larger since we're only doing 3 bodies. I'd also make skyrim p3 a little bit smaller than nvp5. Maybe somewhere around nvp4.
Halstrom Posted May 25, 2012 Posted May 25, 2012 Hey, I don't suppose we have anyone who could do a Desert, Urban & Woodland camo retextures for the Mantis Suit?
Guest user29 Posted May 25, 2012 Posted May 25, 2012 Oh I could do it... It just wouldn't look that good
Evilrunner Posted May 25, 2012 Author Posted May 25, 2012 Probably a misplaced brush stroke for the wrist, should be easy for me to fix in the blend. I'll see about bumping the P1 up to slightly smaller than NV P2, and P3 to slightly smaller than NV p5, never was fully happy with P4. Â I'll bump NV P4+ fix to the top of my list. I have been meaning to do them, but keep getting myself distracted
Guest user29 Posted May 25, 2012 Posted May 25, 2012 I feel like I keep giving you things to do. Sorry about that. I notice I do the same thing irl as well for whatever reason. Obviously do whatever you want, I'm just letting you know what can help me out as well. If I ever seem too bossy let me know, I promise I won't get offended lolz. Â Also kind of off topic, is there a skyrim mod that lets you pan the camera around while moving? It's hard to see how the bodies animate if I can only look at them from behind.
Evilrunner Posted May 25, 2012 Author Posted May 25, 2012 animcam (console command) Â I had to look it up myself too. Â Weighting may still be a bit rough, still working on the shape atm.
Evilrunner Posted May 26, 2012 Author Posted May 26, 2012 I put a new P4 up. It seems to have fixed the mentioned issue, but after breaking and fixing the belly, arms, boobs and crotch at least once, it would be nice if you can cast a fresh eye over it
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